1 | /* |
1 | /* |
2 | * static char *rcsid_skills_h = |
2 | * static char *rcsid_skills_h = |
3 | * "$Id: skills.h,v 1.1 2006/02/03 07:12:50 root Exp $"; |
3 | * "$Id: skills.h,v 1.5 2006/05/17 21:35:43 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
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70 | #define SK_SUMMONING 33 |
70 | #define SK_SUMMONING 33 |
71 | #define SK_PYROMANCY 34 |
71 | #define SK_PYROMANCY 34 |
72 | #define SK_EVOCATION 35 |
72 | #define SK_EVOCATION 35 |
73 | #define SK_SORCERY 36 |
73 | #define SK_SORCERY 36 |
74 | #define SK_TWO_HANDED_WEAPON 37 |
74 | #define SK_TWO_HANDED_WEAPON 37 |
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75 | #define SK_SPARK_TOUCH 38 |
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76 | #define SK_SHIVER 39 |
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77 | #define SK_ACID_SPLASH 40 |
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78 | #define SK_POISON_NAIL 41 |
75 | |
79 | |
76 | /* This is the highest number skill in the table +1 |
80 | /* This is the highest number skill in the table +1 |
77 | * This is used to store pointers to the actual skills - |
81 | * This is used to store pointers to the actual skills - |
78 | * to make life easier, we use the value above as index, |
82 | * to make life easier, we use the value above as index, |
79 | * eg, SK_EVOCATION (35) will be in last_skills[35]. |
83 | * eg, SK_EVOCATION (35) will be in last_skills[35]. |
80 | */ |
84 | */ |
81 | #define NUM_SKILLS 38 |
85 | #define NUM_SKILLS 42 |
82 | |
86 | |
83 | |
87 | |
84 | /* This is used in the exp functions - basically what to do if |
88 | /* This is used in the exp functions - basically what to do if |
85 | * the player doesn't have the skill he should get exp in. |
89 | * the player doesn't have the skill he should get exp in. |
86 | */ |
90 | */ |
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90 | #define SK_EXP_NONE 2 /* Player gets nothing */ |
94 | #define SK_EXP_NONE 2 /* Player gets nothing */ |
91 | #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
95 | #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
92 | |
96 | |
93 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
97 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
94 | |
98 | |
95 | /* This macro is used in fix_player() to define if this is a sill |
99 | /* This macro is used in fix_player() to define if this is a skill |
96 | * that should be used to calculate wc's and the like. |
100 | * that should be used to calculate wc's and the like. |
97 | */ |
101 | */ |
98 | #define IS_COMBAT_SKILL(num) \ |
102 | #define IS_COMBAT_SKILL(num) \ |
99 | ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ |
103 | ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ |
100 | (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ |
104 | (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ |
101 | (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON)) |
105 | (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ |
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106 | (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ |
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107 | (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) |
102 | |
108 | |
103 | /* Like IS_COMBAT_SKILL above, but instead this is used to determine |
109 | /* Like IS_COMBAT_SKILL above, but instead this is used to determine |
104 | * how many mana points the player has. |
110 | * how many mana points the player has. |
105 | */ |
111 | */ |
106 | #define IS_MANA_SKILL(num) \ |
112 | #define IS_MANA_SKILL(num) \ |
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131 | static uint8 unarmed_skills[] = { |
137 | static uint8 unarmed_skills[] = { |
132 | SK_KARATE, |
138 | SK_KARATE, |
133 | SK_CLAWING, |
139 | SK_CLAWING, |
134 | SK_FLAME_TOUCH, |
140 | SK_FLAME_TOUCH, |
135 | SK_PUNCHING, |
141 | SK_PUNCHING, |
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142 | SK_SPARK_TOUCH, |
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143 | SK_SHIVER, |
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144 | SK_ACID_SPLASH, |
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145 | SK_POISON_NAIL, |
136 | -1 |
146 | -1 |
137 | }; |
147 | }; |
138 | |
148 | |
139 | /* Just in case one file includes this more than once */ |
149 | /* Just in case one file includes this more than once */ |
140 | #undef WANT_UNARMED_SKILLS |
150 | #undef WANT_UNARMED_SKILLS |